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MOLYDEUS
The most r uthless and dangerous
of demons-more
feared than the dreaded balor
- the molydeus speaks
with the authority of the demon lord it serves as it en-
forces its master's will. Standing some 12 feet tall, a
molydeus has a red-skinned,
humanoid body and two
heads-one that of a slavering
wolf and the other that
of a serpent with dripping
fangs perched atop a long
neck. Molydei might
guard their masters' possessions,
roam the battlefields
of the Abyss to ensure the loyalty of
troops, or bring swift death to their enemies.
Branded
and Bound. When a demon earns the at-
tention
of a demon lord through ferocity, cunning, or an
act of surprising devotion, the demon lord
might reward
such service by snatching up the fiend
and subjecting it
to excruciating torments to remake
it into a molydeus.
Voice of the Master. A demon lord has a direct link
to its molydeus and uses the serpe nt head to communi-
cate its wishes. A molydeus is, therefore, said to utter
its master's will, commanding
other demons to carry
out orders and using vi
olence to ensure they obey. A
molydeus must constantly be ready for the scrutiny
of its
master, for the demon lord can decide at any moment
to
observe the molydeus through the serpent. Thus,
there
is no room for treachery
in a molydeus.
MOLYDEUS
Huge fiend (demon), chaotic evil
Armor Class 19 (natural armor)
Hit Points 216
(16dl2 + 112)
Speed
40 ft.
STR
28 (+9)
DEX
22 (+6)
CON
25 (+7)
INT
21 (+S)
WIS
24 (+7)
Saving Throws Str +16,
Con +14, Wis +14, Cha +14
Skills Perception
+21
CHA
24 (+7)
Damage Resistances cold, fire, lightning; bludgeoning,
piercing, and slashing from nonmagica
l attacks
Damage Immunities poison
Condition Immunities blinded,
charmed, deafened, frightened,
poisoned, stunned
Senses truesight 120 ft., passive Perception 31
Languages Abyssal, telepathy 120 ft.
Challenge 21 (33,000 XP)
Innate Spellcasting. The molydeus's
innate spellcasting ability
is Charisma (spell save DC 22). It can innately cast the follow-
ing spells, requiring no material
components:
At wil
l: dispel magic, polymorph, telekinesis, teleport
3/day: lightning bolt
1/day: imprisonment
Legendary
Resistance (3/Day). If t he molydeus fails a saving
throw, it can choose to succeed instead.
Magic Resistance. The molydeus has advantage on
saving
throws against
spells and other magical effects.
Magic Weapons. The molydeus's
weapon attacks are magical.
CHAPTER 6 I BESTI A RY
VARIANT
: DEMON SUMMONING
You can
give a molydeus the ability to summon
other demons.
Summon Demon (1 /Day). As
an action, the molydeus
has a SO percent chance
of summoning its choice of ld6
babaus, ld4 chasmes,
or one marilith. A summoned
demon appears
in an unoccupied space within 60 feet of
the molydeus, acts as an ally of the molydeus,
and can't
summon other demons. It remains for
l minute, until it or
the molydeus dies, or until the molydeus dismisses it as
an action.
Special
Weapon. As part of a demon lord's trust in
its molydeus, it bestows a powerful weapon
upon the
guardian demon. The demon lord
fashions the weapon
from
a portion of the fiend's essence, so that the demon
and its weapon are forever bound. If the molydeus d ies,
the weapon dissolves into a pool of foul-smelling slime.
It's possible to steal such a weapon, but a molydeus de-
prived of its weapon will
stop at nothing to regain it.
The weapon a molydeus
wields reflects the nature of
its master. Those that serve Baphomet carry a glaive;
Demogorgon, a whip; Fraz-Urb'luu, a battleaxe; Graz'zt,
a greatsword; Orcus, a morningstar; and Yeenog
hu, a
flail. The weapon's form doesn't affect its capabilities.
ACTIONS
Multiattack. The molydeus
makes three attacks: one with its
weapon, one with its wolf
bite, and one with its snakebite.
Demonic Weapon. Melee Weapon Atta
ck: +16 to hit, reach
1 S ft., one target. Hit: 20 (2dl0 + 9) slashing damage. If the
target has at least one head and
the molydeus rolled a 20 on
the attack roll, the target is decapitated and dies if it can't
survive without that head.
A target is immune to this effect if
it takes none of the
damage, has legendary actions, or is Huge
or larger. Such a creature takes an extra 6d8 slashing
damage
from the hit.
Wolf Bite. Melee Weapon
Attack: +16 to hit, reach 10 ft., one
target. Hit: 16 (2d6 + 9)
piercing damage.
Snakebite. Melee Weapon Attack: +1
6 to hit, reach 15 ft., one
creature. Hit: 12 (ld6 + 9) piercing damage, and the target
must succeed on a DC 22
Constitution saving throw or its hit
point maximum is reduced
by an amount equal to the damage
taken. This reduction lasts until the target finishes a long
rest.
The target transforms
into a manes if this reduces its hit point
maximum to
- This transformation can be ended only by a
wish spell.
LEGENDARY ACTIONS
The molydeus can take 3 legendary actions,
choosing from
the options below. Only one legendary
action option can be
used at a time and only at the end of another creature's turn.
The molydeus regains spent
legendary actions at the start
of it s turn.
Attack. The molydeus makes one attack,
either with its de-
monic weapon or with its snakebite.
Move. The molydeus moves without provoking opportu·
nity attacks.
Cast a Spell. The molydeus casts one spell from
its Innate
Spellcasting
trait.